/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#include "ImbueAction.h"
#include "Event.h"
#include "Playerbots.h"

ImbueWithPoisonAction::ImbueWithPoisonAction(PlayerbotAI* botAI) : Action(botAI, "apply poison")
{
}

bool ImbueWithPoisonAction::Execute(Event event)
{
    if (bot->IsInCombat())
        return false;

    // remove stealth
    if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
        bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);

    // hp check
    if (bot->getStandState() != UNIT_STAND_STATE_STAND)
        bot->SetStandState(UNIT_STAND_STATE_STAND);

    // Search and apply poison to weapons
    // Mainhand ...
    Item* poison = nullptr;
    Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        poison = botAI->FindConsumable(INSTANT_POISON_DISPLAYID);
        if (!poison)
            poison = botAI->FindConsumable(DEADLY_POISON_DISPLAYID);

        if (!poison)
            poison = botAI->FindConsumable(WOUND_POISON_DISPLAYID);

        if (poison)
        {
            botAI->ImbueItem(poison, EQUIPMENT_SLOT_MAINHAND);
            botAI->SetNextCheckDelay(5);
        }
    }

    //... and offhand
    weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        poison = botAI->FindConsumable(DEADLY_POISON_DISPLAYID);
        if (!poison)
            poison = botAI->FindConsumable(WOUND_POISON_DISPLAYID);

        if (!poison)
            poison = botAI->FindConsumable(INSTANT_POISON_DISPLAYID);

        if (poison)
        {
            botAI->ImbueItem(poison, EQUIPMENT_SLOT_OFFHAND);
            botAI->SetNextCheckDelay(5);
        }
    }

    return true;
}

// Search and apply stone to weapons
ImbueWithStoneAction::ImbueWithStoneAction(PlayerbotAI* botAI) : Action(botAI, "apply stone")
{
}

bool ImbueWithStoneAction::Execute(Event event)
{
    if (bot->IsInCombat())
        return false;

    // remove stealth
    if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
        bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);

    // hp check
    if (bot->getStandState() != UNIT_STAND_STATE_STAND)
        bot->SetStandState(UNIT_STAND_STATE_STAND);

    // Search and apply stone to weapons
    // Mainhand ...
    Item* stone = nullptr;
    Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        stone = botAI->FindStoneFor(weapon);
        if (stone)
        {
            botAI->ImbueItem(stone, EQUIPMENT_SLOT_MAINHAND);
            botAI->SetNextCheckDelay(5);
        }
    }

    //... and offhand
    weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        stone = botAI->FindStoneFor(weapon);
        if (stone)
        {
            botAI->ImbueItem(stone, EQUIPMENT_SLOT_OFFHAND);
            botAI->SetNextCheckDelay(5);
        }
    }

    return true;
}

// Search and apply oil to weapons
ImbueWithOilAction::ImbueWithOilAction(PlayerbotAI* botAI) : Action(botAI, "apply oil")
{
}

bool ImbueWithOilAction::Execute(Event event)
{
    if (bot->IsInCombat())
        return false;

    // remove stealth
    if (bot->HasAura(SPELL_AURA_MOD_STEALTH))
        bot->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);

    // hp check
    if (bot->getStandState() != UNIT_STAND_STATE_STAND)
        bot->SetStandState(UNIT_STAND_STATE_STAND);

    // Search and apply oil to weapons
    Item* oil = nullptr;
    Item* weapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
    if (weapon && weapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT) == 0)
    {
        oil = botAI->FindOilFor(weapon);
        if (oil)
        {
            botAI->ImbueItem(oil, EQUIPMENT_SLOT_MAINHAND);
            botAI->SetNextCheckDelay(5);
        }
    }

    return true;
}

static const uint32 uPriorizedHealingItemIds[19] =
{
    HEALTHSTONE_DISPLAYID, FEL_REGENERATION_POTION, SUPER_HEALING_POTION, CRYSTAL_HEALING_POTION, MAJOR_DREAMLESS_SLEEP_POTION, VOLATILE_HEALING_POTION,
    MAJOR_HEALING_POTION, WHIPPER_ROOT_TUBER, NIGHT_DRAGON_BREATH, LIMITED_INVULNERABILITY_POTION, GREATER_DREAMLESS_SLEEP_POTION,
    SUPERIOR_HEALING_POTION, CRYSTAL_RESTORE, DREAMLESS_SLEEP_POTION, GREATER_HEALING_POTION, HEALING_POTION, LESSER_HEALING_POTION, DISCOLORED_HEALING_POTION, MINOR_HEALING_POTION,
};

TryEmergencyAction::TryEmergencyAction(PlayerbotAI* botAI) : Action(botAI, "try emergency")
{
}

bool TryEmergencyAction::Execute(Event event)
{
    // Do not use consumable if bot can heal self
    if ((botAI->IsHeal(bot)) && (bot->GetPowerPct(POWER_MANA) > 20))
        return false;

    // If bot does not have aggro: use bandage instead of potion/stone/crystal
    if ((!AI_VALUE(uint8, "my attacker count")) && !bot->HasAura(11196)) // Recently bandaged
    {
        if (Item* bandage = botAI->FindBandage())
        {
            botAI->ImbueItem(bandage, bot);
            botAI->SetNextCheckDelay(8);
        }
    }

    // Else loop over the list of health consumable to pick one
    for (uint8 i = 0; i < std::size(uPriorizedHealingItemIds); ++i)
    {
        if (Item* healthItem = botAI->FindConsumable(uPriorizedHealingItemIds[i]))
        {
            botAI->ImbueItem(healthItem);
        }
    }

    return true;
}

